| Author |
Message |
 |
|
|
 |
|
Advert
|
Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
- No adverts like this in the forums anymore.
- Times and dates in your local timezone.
- Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
- Email notifications for threads you want to watch closely.
- Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now. |
|
 |
![[Post New]](/s/i/i.gif) 2015/12/31 01:36:14
Subject: [1000] - Ultramarines - 2nd Company
|
 |
Bounding Ultramarine Assault Trooper
|
+++ Ultramarines 2nd company (1000pts) +++
++ Space Marines: Codex (2015) (Allied Detachment) (1000pts) ++
+ (No Category) +
Chapter Tactics * [Ultramarines]
+ HQ (175pts) +
Captain Sicarius (175pts)
+ Elites (190pts) +
Command Squad (190pts)
····Apothecary (15pts) [Bolt Pistol, Chainsword, Narthecium]
····Company Champion (15pts) [Bolt Pistol, Combat Shield, Power Sword]
········Honour or Death
····Rhino (35pts) [Storm Bolter]
········Repair
····Veteran (5pts) [Bolt Pistol, Flamer (5pts)]
····Veteran (25pts) [Bolt Pistol, Power Fist (25pts)]
····Veteran (5pts) [Bolt Pistol, Flamer (5pts)]
+ Troops (375pts) +
Tactical Squad (185pts) [Missile Launcher (Frag & Krak) (15pts), Plasma Gun (15pts), 9x Space Marines (126pts)]
····And They Shall Know no Fear, Chapter Tactics *, Combat Squads
····Space Marine Sergeant (29pts) [Boltgun, Power Sword (15pts)]
Tactical Squad (190pts) [Meltagun (10pts), Missile Launcher (Frag & Krak) (15pts), 9x Space Marines (126pts)]
····And They Shall Know no Fear, Chapter Tactics *, Combat Squads
····Space Marine Sergeant (39pts) [Boltgun, Power Fist (25pts)]
+ Fast Attack (135pts) +
Assault Squad (135pts) [Jump Packs (15pts), 2x Plasma Pistol (30pts), 4x Space Marines (56pts)]
····Space Marine Sergeant (34pts) [Bolt Pistol, Combat Shield (5pts), Power Sword (15pts)]
+ Heavy Support (125pts) +
Devastator Squad (125pts) [Heavy Bolter (10pts), Lascannon (20pts), Missile Launcher (Frag & Krak) (15pts), Multi-melta (10pts), 4x Space Marines (56pts)]
····And They Shall Know no Fear, Chapter Tactics *, Combat Squads
····Space Marine Sergeant (14pts) [Bolt Pistol, Boltgun, Signum]
(Made using BattleScribe Mobile)
What do you guys think?
|
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2015/12/31 01:47:11
Subject: [1000] - Ultramarines - 2nd Company
|
 |
Graham McNeil
Kaliningrad, Russia
|
Devastator mixed weapons is a no-no. Take one type.
Assaults with plasma-pistols is a no-no#2. Flamers are ~ billion times better,
Power weapons on sergeants is a no-no#3. Dies in a challenge and 1 attack is not worth it. Double up your specials with Combi weapons with those points,
Tacticals on foot is a no-no#4. You can Infiltrate one squad with Sicarus which is cool, but you've put points into second one And they'll never get there. Get a rhino.
And there is a saying around me : "Melta Bomb is The True God Of War". Sticking some in squads that could possibly go into hot zone and meet a tank is never bad.
|
"It's called treachery, Roboute. It works very well." - Lorgar Aurelian. |
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2015/12/31 03:06:55
Subject: [1000] - Ultramarines - 2nd Company
|
 |
Bounding Ultramarine Assault Trooper
|
cabal_therapy wrote:Devastator mixed weapons is a no-no. Take one type.
Assaults with plasma-pistols is a no-no#2. Flamers are ~ billion times better,
Power weapons on sergeants is a no-no#3. Dies in a challenge and 1 attack is not worth it. Double up your specials with Combi weapons with those points,
Tacticals on foot is a no-no#4. You can Infiltrate one squad with Sicarus which is cool, but you've put points into second one And they'll never get there. Get a rhino.
And there is a saying around me : "Melta Bomb is The True God Of War". Sticking some in squads that could possibly go into hot zone and meet a tank is never bad.
Okay, thanks! I will most definitely switch some assault marines to flamers. Unfortunately, I want to not spend an extravagant amount of money, so I'll probably only get one tank for my HQ/ command squad.
I'm not sure how to get a single type of weapons on my Devastators. If I'm correct, the devastators only come with 2 of each weapon. I could try to convert or just have them dual wield.
Also, what weapons should I take on my Devastators?
|
|
This message was edited 1 time. Last update was at 2015/12/31 03:17:12
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2015/12/31 03:08:59
Subject: [1000] - Ultramarines - 2nd Company
|
 |
Dakka Veteran
|
Yea I agree with above. Put the flames from command on the assault. Put plasma on command and drop power fist and drop pod them in. Need rhinos for tacticals.
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2015/12/31 03:21:43
Subject: [1000] - Ultramarines - 2nd Company
|
 |
Bounding Ultramarine Assault Trooper
|
Righteousrob wrote:Yea I agree with above. Put the flames from command on the assault. Put plasma on command and drop power fist and drop pod them in. Need rhinos for tacticals.
I am currently super low on money, so would advancing my tacticals behind my rhino work? I'm thinking use my rhino/command squad as a spearpoint and then have my tacticals fire on them. Is that a viable idea?
Also:
Would plasma cannons be good on my Devastators, or should I take Lascannons
|
|
This message was edited 1 time. Last update was at 2015/12/31 04:40:26
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2015/12/31 13:49:23
Subject: [1000] - Ultramarines - 2nd Company
|
 |
The Marine Standing Behind Marneus Calgar
|
The Dev box does have two of each weapon. If you are going to mix, mix with things that can shoot at the same thing. IE, 2xLC, 2xML both work against tanks. You never want to have half the squad on a smoke break while one guy does all the work (for the most part). There are very few times where a HB and a LC want to be shooting at the same thing. In general I’m not a fan of PCs. They do have their advocates though, and look cool. I take mine off the shelf from time to time to save them from the dust, generally get disappointed, and then return them to wait. YMMV.
(Technical note: While I enjoy battlescribe, their output can get cluttered, hard to suss out what your list is at a glance. I’d trim out all the rules stuff to make it easier. Also, Dakka rules prohibit listing individual point totals or upgrades. Just keep it to squad totals.)
Sicarius is not a bad guy. Should work fine.
Command squad should be OK for what it is. I might try to fit a SS in there to tank wounds. If you are just going to be 6 guys, a razorback might serve you better.
I reccoment restricting your tac sarges to a combi weapon matching the squad’s special. Plus a melta bomb if you have the spare points. Some of the spare weapons from the dev box can find a much better home here. MLs a a jack of all trades weapon, and are overpriced IMHO. Take one squad and go full melta. MM/M, c-melta sarge. In an ideal world they would be in a pod, or at least a rhino. But infiltrated they should be able to get in range and have some fun. Your other squad can be geared up for monster hunting. Take the grav cannon, and probably plas/c-plas. The PC does not work well on the move, and plasma guns are generally better on non-relentless mobile squads then grav guns. Once again, they would like a ride. But if it’s not in the budget, not much for that.
Plasma pistols are overpriced. I might take them if they were 10 points. AMs are a bully unit, you want to find targets weaker then you and go take them out. If you send them up against things that need plasma, they are all going to die. Flamers are the weapon of choice here. Power sword is fine, and I’d use some points to upgrade the sarge to a vet. I don’t think it’s worth the 5 points for a 6++ for the shield, but it does look cool and might save you if you get really lucky.
Overall the structure of your list is fine. You might want to consider splitting one of the tac squads into 2 5 man squads so you qualify as a battle demi company. Because an extra use of the tac doctrine is never a bad thing. Your tac squads need rides. They almost always will. Rhinos and pods are not sexy fun purchases, but one of those necessities that you need to get to play well. If you are just going to footslog, consider scouts. Sicarius does give some nice boost to a tac squad, so I think you should do OK. But think about picking up some razor kits (not rhinos unless you get them significantly cheeper) or pods. Both have pros and cons, but will immensely help your list.
|
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2015/12/31 17:04:19
Subject: [1000] - Ultramarines - 2nd Company
|
 |
Bounding Ultramarine Assault Trooper
|
Nevelon wrote:The Dev box does have two of each weapon. If you are going to mix, mix with things that can shoot at the same thing. IE, 2xLC, 2xML both work against tanks. You never want to have half the squad on a smoke break while one guy does all the work (for the most part). There are very few times where a HB and a LC want to be shooting at the same thing. In general I’m not a fan of PCs. They do have their advocates though, and look cool. I take mine off the shelf from time to time to save them from the dust, generally get disappointed, and then return them to wait. YMMV.
(Technical note: While I enjoy battlescribe, their output can get cluttered, hard to suss out what your list is at a glance. I’d trim out all the rules stuff to make it easier. Also, Dakka rules prohibit listing individual point totals or upgrades. Just keep it to squad totals.)
Sicarius is not a bad guy. Should work fine.
Command squad should be OK for what it is. I might try to fit a SS in there to tank wounds. If you are just going to be 6 guys, a razorback might serve you better.
I reccoment restricting your tac sarges to a combi weapon matching the squad’s special. Plus a melta bomb if you have the spare points. Some of the spare weapons from the dev box can find a much better home here. MLs a a jack of all trades weapon, and are overpriced IMHO. Take one squad and go full melta. MM/M, c-melta sarge. In an ideal world they would be in a pod, or at least a rhino. But infiltrated they should be able to get in range and have some fun. Your other squad can be geared up for monster hunting. Take the grav cannon, and probably plas/c- plas. The PC does not work well on the move, and plasma guns are generally better on non-relentless mobile squads then grav guns. Once again, they would like a ride. But if it’s not in the budget, not much for that.
Plasma pistols are overpriced. I might take them if they were 10 points. AMs are a bully unit, you want to find targets weaker then you and go take them out. If you send them up against things that need plasma, they are all going to die. Flamers are the weapon of choice here. Power sword is fine, and I’d use some points to upgrade the sarge to a vet. I don’t think it’s worth the 5 points for a 6++ for the shield, but it does look cool and might save you if you get really lucky.
Overall the structure of your list is fine. You might want to consider splitting one of the tac squads into 2 5 man squads so you qualify as a battle demi company. Because an extra use of the tac doctrine is never a bad thing. Your tac squads need rides. They almost always will. Rhinos and pods are not sexy fun purchases, but one of those necessities that you need to get to play well. If you are just going to footslog, consider scouts. Sicarius does give some nice boost to a tac squad, so I think you should do OK. But think about picking up some razor kits (not rhinos unless you get them significantly cheeper) or pods. Both have pros and cons, but will immensely help your list.
Wait, why do I buy a Razorback kit? I do get that it gets me some more bits (i.e that spiky thing on the front and the heavy bolter on top) , but it doesn't seem that great. Would using a grav-melta combo on my Devastators work well? I do see that it lacks in range, and a combo like that is most often used in conjunction with the Skyhammer Assault force. Would ML/ HB work on my Devastators, since I'm limited on bitz that are in the kits, if I am to run full melta and then Grav/ Plas/combi plas.
BTW, the combat shield does look great on assault marines. It may not be amazing, but you can put like iconography all over it
|
|
This message was edited 1 time. Last update was at 2015/12/31 17:05:16
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2015/12/31 19:28:22
Subject: [1000] - Ultramarines - 2nd Company
|
 |
The Marine Standing Behind Marneus Calgar
|
The razor kit is $4 more then the rhino kit, and had all the parts to build it as a rhino and a razor. If you don’t glue the top hatch on, you can swap between them very easily, depending on the needs of your list. So a small investment for a lot of flexibility.
I’m not a huge fan of combis on dev sarges. Normally you are going to be at long range, so they can’t fire them. Also, if you are using the signum to give one of the guys BS5, you can’t shoot. If you are going with an aggressive skyhammer dev squad, this does change.
I like my Devs for anti tank use, so tend to favor LCs, with MLs filling in if I don’t have the points/models. HB/ML can work, and will threaten light vehicles and troops. How much of that do you need in your army? IMHO HBs, GCs, and MMs are better on tac squads, while LCs, and PCs are better for devs. MLs can pair well with anything, anywhere (but are a bit overpriced)
If I was gearing up 2 tac squads and a dev squad, assuming only one dev box, I would run:
MM/M, c-melta tac
GC/P, c-plas tac (If points are low, I might take a HB here, or replace the squad with HB/F, c-flamer)
2xLC, 2xML dev squad
Save the extra heavy weapons, and if/when you have spare PA bodies, build them and add them to the swap pile. Some people magnetize heavies, but IMHO that’s a lot of work for little gain.
|
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2016/01/01 04:07:49
Subject: [1000] - Ultramarines - 2nd Company
|
 |
Bounding Ultramarine Assault Trooper
|
Nevelon wrote:The razor kit is $4 more then the rhino kit, and had all the parts to build it as a rhino and a razor. If you don’t glue the top hatch on, you can swap between them very easily, depending on the needs of your list. So a small investment for a lot of flexibility.
I’m not a huge fan of combis on dev sarges. Normally you are going to be at long range, so they can’t fire them. Also, if you are using the signum to give one of the guys BS5, you can’t shoot. If you are going with an aggressive skyhammer dev squad, this does change.
I like my Devs for anti tank use, so tend to favor LCs, with MLs filling in if I don’t have the points/models. HB/ ML can work, and will threaten light vehicles and troops. How much of that do you need in your army? IMHO HBs, GCs, and MMs are better on tac squads, while LCs, and PCs are better for devs. MLs can pair well with anything, anywhere (but are a bit overpriced)
If I was gearing up 2 tac squads and a dev squad, assuming only one dev box, I would run:
MM/M, c-melta tac
GC/P, c- plas tac (If points are low, I might take a HB here, or replace the squad with HB/F, c-flamer)
2xLC, 2xML dev squad
Save the extra heavy weapons, and if/when you have spare PA bodies, build them and add them to the swap pile. Some people magnetize heavies, but IMHO that’s a lot of work for little gain.
Okay, thanks for the advice!
After these edits, the list came out to 1005 pts, so i had to switch a Plasmagun to a Combi-plasma in my Command Squad.
|
|
This message was edited 1 time. Last update was at 2016/01/01 06:05:17
|
|
|
 |
 |
|
|
|